Lines Matching refs:gp
900 const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>(); in createGLSLInstance() local
901 if (gp.fLocalCoord.isInitialized()) { in createGLSLInstance()
904 fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get()); in createGLSLInstance()
911 const auto& gp = args.fGP.cast<QuadPerEdgeAAGeometryProcessor>(); in createGLSLInstance() local
913 gp.fTextureColorSpaceXform.get()); in createGLSLInstance()
915 args.fVaryingHandler->emitAttributes(gp); in createGLSLInstance()
917 if (gp.fCoverageMode == CoverageMode::kWithPosition) { in createGLSLInstance()
920 if (gp.fNeedsPerspective) { in createGLSLInstance()
922 gp.fPosition.name()); in createGLSLInstance()
925 gp.fPosition.name()); in createGLSLInstance()
928 gp.fNeedsPerspective ? kFloat3_GrSLType in createGLSLInstance()
933 gpArgs->fPositionVar = gp.fPosition.asShaderVar(); in createGLSLInstance()
937 if (gp.fLocalCoord.isInitialized()) { in createGLSLInstance()
944 gp.fLocalCoord.asShaderVar(), in createGLSLInstance()
949 if (gp.fColor.isInitialized()) { in createGLSLInstance()
950 SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective); in createGLSLInstance()
952 args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor, in createGLSLInstance()
953 gp.fCoverageMode == CoverageMode::kWithColor ? in createGLSLInstance()
962 if (gp.fSampler.isInitialized()) { in createGLSLInstance()
966 if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) { in createGLSLInstance()
968 GrGLSLVarying v(gp.fLocalCoord.gpuType()); in createGLSLInstance()
969 args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v); in createGLSLInstance()
971 v.vsOut(), gp.fLocalCoord.name()); in createGLSLInstance()
975 args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord"); in createGLSLInstance()
979 if (gp.fTexDomain.isInitialized()) { in createGLSLInstance()
981 args.fVaryingHandler->addPassThroughAttribute(gp.fTexDomain, "domain", in createGLSLInstance()
996 if (gp.fCoverageMode == CoverageMode::kWithPosition) { in createGLSLInstance()
999 if (gp.fNeedsPerspective) { in createGLSLInstance()
1003 coverage.vsOut(), gp.fPosition.name(), in createGLSLInstance()
1004 gp.fPosition.name()); in createGLSLInstance()
1009 coverage.vsOut(), gp.fCoverage.name()); in createGLSLInstance()
1013 if (gp.fGeomDomain.isInitialized()) { in createGLSLInstance()
1019 args.fVaryingHandler->addPassThroughAttribute(gp.fGeomDomain, "geoDomain", in createGLSLInstance()
1035 SkASSERT(!gp.fGeomDomain.isInitialized()); in createGLSLInstance()